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https://github.com/mod-playerbots/azerothcore-wotlk.git
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* refactor(src/common): remove unused imports * fix: build * chore: fix build * chore: size_t -> std::size_t * chore: fix fuckup from previous commit * chore: fix build * chore: fix build * chore: fix build * chore: fix build with std::size_t * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build * chore: fix build
99 lines
2.4 KiB
C++
99 lines
2.4 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Random.h"
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#include "Errors.h"
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#include "SFMTRand.h"
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#include <memory>
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#include <random>
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static thread_local std::unique_ptr<SFMTRand> sfmtRand;
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static RandomEngine engine;
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static SFMTRand* GetRng()
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{
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if (!sfmtRand)
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{
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sfmtRand = std::make_unique<SFMTRand>();
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}
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return sfmtRand.get();
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}
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int32 irand(int32 min, int32 max)
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{
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ASSERT(max >= min);
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std::uniform_int_distribution<int32> uid(min, max);
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return uid(engine);
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}
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uint32 urand(uint32 min, uint32 max)
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{
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ASSERT(max >= min);
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std::uniform_int_distribution<uint32> uid(min, max);
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return uid(engine);
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}
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uint32 urandms(uint32 min, uint32 max)
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{
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ASSERT(std::numeric_limits<uint32>::max() / Milliseconds::period::den >= max);
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return urand(min * Milliseconds::period::den, max * Milliseconds::period::den);
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}
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float frand(float min, float max)
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{
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ASSERT(max >= min);
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std::uniform_real_distribution<float> urd(min, max);
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return urd(engine);
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}
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Milliseconds randtime(Milliseconds min, Milliseconds max)
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{
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long long diff = max.count() - min.count();
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ASSERT(diff >= 0);
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ASSERT(diff <= (uint32) - 1);
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return min + Milliseconds(urand(0, diff));
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}
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uint32 rand32()
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{
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return GetRng()->RandomUInt32();
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}
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double rand_norm()
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{
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std::uniform_real_distribution<double> urd;
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return urd(engine);
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}
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double rand_chance()
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{
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std::uniform_real_distribution<double> urd(0.0, 100.0);
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return urd(engine);
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}
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uint32 urandweighted(std::size_t count, double const* chances)
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{
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std::discrete_distribution<uint32> dd(chances, chances + count);
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return dd(engine);
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}
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RandomEngine& RandomEngine::Instance()
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{
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return engine;
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}
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